Kel Posted June 13, 2014 Share Posted June 13, 2014 (edited) Just Another Total Overhaul Modv0.17 Current Version: 0.17 Compatible with Xenonauts version v.1.06 Download JATOM Download reskinned aliens only What is JATOM and what is it about? JATOM changes almost any aspect of the game (except air combat) in order to create a hard but fair tactical and strategical challenge. Feature list: Rebalanced alien stats. Medium and high tier aliens are no pushovers anymore. Adjusted # of aliens per mission/UFO, especially for late game. Research rate / Alien invasion ticker rate and influence rate approximately halved. This leads to an increased amount of tactical missions per tech level. Research decisions matter. Economy rebalanced. Production can yield income. The Bulk of the costs is the pay for soldiers/engineers and researchers (50% increase). On the other hand, Radar and "Airfields" are relatively easy to maintain. Vehicle rebalance. Scout cars can scout, while tanks are blind. Weapon overhaul. (Upgradeable ballistic weapons carry the bulk of fighting, laser/plasma/rail guns offer new tactical options, explosion ranges) Additional researches for ballistic weapon upgrades. Starting off at 1980s tech going through 90's to current modern firearms. Exoskeleton specific weapons. Smoke significiantly reduces accuracy. Fix for 1h/shield spectres ( 1h weapon can be used in secondary slot) Carry capacity for chinook -> 10 Sight range for soldiers increased (20), being shot upon by invisible aliens is just frustrating Destructuable inner UFO walls Improved color coding for hard to distinguish aliens ( wraith / andron / harridan) and more... Here some artwork spoilers SMGs AKS-74U FN P90 KRISS Vector Assault Rifles M16A1 SIG 550 FN SCAR Sniper Rifles M40A1 XM 2010 DSR-50 Laser Weapons Laser Precision Rifle Cutting Beam Recoloring Andron Warrior Wraith Elite Wraith Warrior Harridan Soldier Harridan Warrior Installation: 1.Make sure you are using a clean installation of Xenonauts 2.Make sure to start a new game, old savegames will crash the game. That is true for every mod out there that adds weapons and/or manufactures for weapons. Old savegames work until laser tech is researched. 3.Paste the contents of the *.rar folder into >xenonauts/assets/< and accept all overrides This mod includes kabill's "(Sort of) Random Maps!" Map pack Farm Maps v1.3 Desert Maps v.1.0 Big thanks and heads up to him Any bugs and suggestions concerning the maps find a home in here: kabill's map pack thread Also, this mod does not include but is recommended to be used together with: Jsleezy's Real Armors Mod Jsleezy's Real Fighter Portrait Pack ( do not use the included gamesconfig.xml ) Skitso's Ultimate Megamix Map Pack PS.: Adding more *stuff* per edits, I dont feel like writing all this more than once Patchnotes: Patchnotes 0.16 -> 0.17 Fixing Harridan animations. Mixed them up in the first variant Patchnotes 0.15 -> 0.16 Fixed a bug that could cause crashes for carrier missions (turned up in 1.06) Color coding for harridan reworked, green trousers for soldiers, black for warriors. Officer (Red) and Elite (full body armor) stay the same atm. Patchnotes 0.14 -> 0.15 Adjusted *.xml to fit 1.06 Color coding for wraith reworked, from all green at all ranks to red for elite and black for warriors Start menu background now shows version number Patchnotes 0.13 -> 0.14 Infantry Weapon Changes: KRISS Vector ammo loadout but fixed DSR-50 damage per bullet 80 -> 95 Rocket flame and smoke chance reduced to 15% [*] Alien Weapon Changes: Light Drone Blaser supression value 60 -> 200 Grenade radius 3 -> 4.5 Assault supression radius 1 -> 2.5 Plasmarifle single shot supression 25 -> 60 [*] Vehicle Weapon Changes: MG Ammo 120 -> 800 Rocket smoke chance reduced to 5% Plasma Bolt reworked: Clipsize 24 ; 17%TU -> 25%ACC, 30%TU -> 50%ACC ; Radius 6 ; Damage 60 [*] Maximum relations cap doubled [*] UFO loadout for scouts adjusted to increase early game difficulty abit. [*] Andron Warrior outfit changed from RoboCop look alike to something more ... tactical ;D Patchnotes 0.12 -> 0.13 Adjusted buildings.xml to use 1.05HF changes Destruction state of hedgerows removed, something is hardcoded here Does not work as it should. High tier weapon changes: KRISS VectorBullet Damage 30 -> 33Snapshot AP 20 ->17Burst Accuracy 35% ->38%FN SCARNormal Accuracy 85% ->90%Aimed Accuracy 110% ->120%Pancor JackhammerBurst AP 60 -> 65Burst Rounds 3 -> 5 Patchnotes 0.11 -> 0.12 Adjusted *.xml to fit 1.05 Animation for Glock 17 speeded up Destruction state of hedgerows and UFO walls added, they can be removed now Fixed a bug in # of AP for Seb.Elite Assaults Edited June 21, 2014 by Kel Quote Link to comment Share on other sites More sharing options...
Chefsbrian Posted June 13, 2014 Share Posted June 13, 2014 I like the look of some of your alien tweaks, but I can't bring my self to play this with the weapons included, most of my games don't last the twenty-thirty years it takes that gear to exist . Quote Link to comment Share on other sites More sharing options...
Kel Posted June 13, 2014 Author Share Posted June 13, 2014 Hey, with alien technology it doesn't take you that long to get early 90's firearms and later Quote Link to comment Share on other sites More sharing options...
Chefsbrian Posted June 13, 2014 Share Posted June 13, 2014 Maybe so, but from a lore perspective, we got weaponized lasers because they finally provided a big enough power source, which we have no clue how it works, and plasma weapons because we pulled apart all their guns and said "Well that seems to do this, so just make something like that and hope it works" Xenonauts weaponry is not innovative until we hit MAG Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 13, 2014 Share Posted June 13, 2014 Could you please provide more information on how the upper tier aliens and numbers have been changed? I'm not going for a save-breaking mod before I complete my Insane playthrough but I'd be open to increasing the challenge and distinction of Harridans, Wraiths, etc. Are they changes to them isolated in specific files I could use without breaking saves? Quote Link to comment Share on other sites More sharing options...
Kel Posted June 13, 2014 Author Share Posted June 13, 2014 If you want just use the adjustments to the aliens / changed Mission setup, the files do not break the savegame. You only need the aiprops.xml and exchange every file in the ufocontents folder. Listing all changes would end up basically copy pasting the whole xml file, but in a nutchell: Generally: Increase in tier increases movement speed / significially improves body armor. - Caesans are relatively well balanced, focus on firepower and use of cover. - Sebillian are focused on CQC and staying power. - Reaper gain the ability to regenerated from their brethren the Sebillians, also, higher resilience. Weak vs ballistic and incendiary. - Androns, highly resistant to ballistic and chemical, weak vs energy and incendiary. - Harridan act like specOps, resistant to energy. - Wraith, well, they do their thing Concerning the mission setup: Generarly the amount of complementary, or meat troops was increased ( Reapers, Ground Crew on carriers, etc). More focus on agressive scripts, making 3 man hunter killer teams a more regular sight, but preventing cramped UFO interiors. Quote Link to comment Share on other sites More sharing options...
Kel Posted June 15, 2014 Author Share Posted June 15, 2014 (edited) Included the "features" from 1.05 in the mod Adjusted *.xml to fit 1.05 Animation for Glock 17 speeded up Destruction state of hedgerows and UFO walls added, they can be removed now Fixed a bug in # of AP for Seb.Elite Assaults Edited June 15, 2014 by Kel Quote Link to comment Share on other sites More sharing options...
Kel Posted June 16, 2014 Author Share Posted June 16, 2014 Included the "features" from 1.05HF Adjusted buildings.xml to use 1.05HF changes Destruction state of hedgerows removed, something is hardcoded here Does not work as it should. High tier weapon changes: KRISS VectorBullet Damage 30 -> 33Snapshot AP 20 ->17Burst Accuracy 35% ->38%FN SCARNormal Accuracy 85% ->90%Aimed Accuracy 110% ->120%Pancor JackhammerBurst AP 60 -> 65Burst Rounds 3 -> 5 Quote Link to comment Share on other sites More sharing options...
kabill Posted June 16, 2014 Share Posted June 16, 2014 [*] Destruction state of hedgerows removed, something is hardcoded here Does not work as it should. Out of wonder, how were you doing that and what was the problem? Quote Link to comment Share on other sites More sharing options...
Kel Posted June 16, 2014 Author Share Posted June 16, 2014 I was using the spectres from the unpacked tiles pack. Unmodded it looks a little something like this: <?xml version="1.0" ?> <spectre id="Farm/hedgerow/hedgerow_corner_TL" width="2" height="2" version="1"> <state id="damaged" name="" pivotX="256" pivotY="104" pathScore="1" objectTypePreset="0" visibilityScore="1.000" bulletScore="0.500" orientation="0" sortPoint="0.500" hp="0" isCover="1" coverAnimName="lean" wallType="tall" destructionSound="Destruction Dirt"> <image src="tiles/Farm/hedgerow/hedgerow_corner_TL_destroyed.png" /> </state> <state id="default" name="" pivotX="256" pivotY="104" pathScore="1" objectTypePreset="4" visibilityScore="0.000" bulletScore="0.000" orientation="0" sortPoint="0.500" hp="60" wallType="tall" destructionSound="Destruction Dirt"> <image src="tiles/Farm/hedgerow/hedgerow_corner_TL.png" /> </state> <state id="destroyed" name="" pivotX="256" pivotY="256" pathScore="1" objectTypePreset="0" visibilityScore="1.000" bulletScore="1.000" orientation="0" sortPoint="0.500" hp="0" wallType="none" /> </spectre> I thought I identified 3 spots that disabled the "destroyed " state, 1. the "damaged" state has no hp, so a state check on hp cannot proceed here. 2. the destroyed state has no image assigned. 3. no sounds files are assigned, they might act like flag. I fixed all three such that the hedgerow shouldve worked like the other tiles, but unlike the other tiles, it does not produce the image of the destroyed state and does not update pathing. *sadface* The files I used are: hedgerow_corner_BL_spectre.xml hedgerow_corner_BR_spectre.xml hedgerow_corner_TL_spectre.xml hedgerow_corner_TR_spectre.xml hedgerow_longLR_spectre.xml hedgerow_longLR2_spectre.xml hedgerow_longUD_spectre.xml hedgerow_longUD2_spectre.xml hedgerowLR_endL_spectre.xml hedgerowLR_endR_spectre.xml hedgerowLR_spectre.xm hedgerowUD_endB_spectre.xml hedgerowUD_endT_spectre.xml hedgerowUD_spectre.xml hedgerowUD2_spectre.xml No idea why that didnt work Quote Link to comment Share on other sites More sharing options...
kabill Posted June 16, 2014 Share Posted June 16, 2014 It should have been enough to add a hp value to the damaged state (the lack of image doesn't matter on the destroyed state, as presumably you want it passable?) What was it that didn't work, then? Quote Link to comment Share on other sites More sharing options...
Kel Posted June 16, 2014 Author Share Posted June 16, 2014 Oh and I forgot, it didnt have a </state>, but ... adding hp to the damage state made it destructuable, but despite a new texture assigned it only showed a black unpassable block. Strange thing :-/ Quote Link to comment Share on other sites More sharing options...
kabill Posted June 16, 2014 Share Posted June 16, 2014 Ah, I thought so. This is why I've not done this myself before. It's an issue with the maps: there's no actual ground tiles underneath where the hedges are placed, which means that when they're destroyed they leave behind an empty void. The easiest way to correct this would be to add ground tiles to the hedge submaps so that when the hedge is destroyed, there's some ground remaining. Quote Link to comment Share on other sites More sharing options...
Phenakist Posted June 16, 2014 Share Posted June 16, 2014 I just wanted to leave some feedback for this mod. I tried it, and I have to say the idea's behind it, fantastic. However the early game feels way too easy for the following reasons :- - Snipers are easy to attain 95% hit ratio, meaning it is high dmg, high range, extremely low risk weapon - Scout tank stood still for 5 rounds being shot and hit, took 0 dmg (sebillian grunt) - grenades way OP, amplified when in enclosed spaces - No real reason to ever carry extra ammo (aside the early tier shotgun, but I find ammo expendeture in vanilla to be an equal problem) This is all my experience from 1 1/2 testing the early game, speeding through to play some battles, getting some research etc. Quote Link to comment Share on other sites More sharing options...
Kel Posted June 18, 2014 Author Share Posted June 18, 2014 Thank you for your feedback I tried to address your concerns about the early game in the new version. Problem is, I do not want to have a completely uncanon start and it should be reasonable. As soon as corvettes show up, the difficulty rises steeply and it is not getting better You usually need all the firepower you can get at that point. hmm. The limits in early game are a) Aliens have nothing that is able to penetrate armor / b) The UFO's are really small, such that a crew of >10 seems a little rediculous Maybe some more diversity in the aliens / alien weapons might help there, I am open to suggestions But, here to the patch notes: Patchnotes 0.13 -> 0.14 Infantry Weapon Changes: KRISS Vector ammo loadout but fixed DSR-50 damage per bullet 80 -> 95 Rocket flame and smoke chance reduced to 15% [*] Alien Weapon Changes: Light Drone Blaser supression value 60 -> 200 Grenade radius 3 -> 4.5 Assault supression radius 1 -> 2.5 Plasmarifle single shot supression 25 -> 60 [*] Vehicle Weapon Changes: MG Ammo 120 -> 800 Rocket smoke chance reduced to 5% Plasma Bolt reworked: Clipsize 24 ; 17%TU -> 25%ACC, 30%TU -> 50%ACC ; Radius 6 ; Damage 60 [*] Maximum relations cap doubled [*] UFO loadout for scouts adjusted to increase early game difficulty abit. [*] Andron Warrior outfit changed from RoboCop look alike to something more ... tactical ;D (Many had problems distinguishing the different hues of blue, including me ) Quote Link to comment Share on other sites More sharing options...
Kel Posted June 20, 2014 Author Share Posted June 20, 2014 (edited) Patched up the mod to accomodate Xenonauts version 1.06. Also, some added patch stuff: Patchnotes 0.14 -> 0.15 Adjusted *.xml to fit 1.06 Color coding for wraith reworked, from all green at all ranks to red for elite and black for warriors Start menu background now shows version number Example: Wraith Elite Wraith Warrior Uploaded early because the patch broke the game, checking for bugs now Edited June 20, 2014 by Kel Quote Link to comment Share on other sites More sharing options...
kabill Posted June 20, 2014 Share Posted June 20, 2014 +1 on the Wraith colour change. I never felt like either Wraiths or Harridans were sufficiently distinct in terms of their appearance. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 20, 2014 Share Posted June 20, 2014 Nice, I'll be taking the recolored Wraiths for sure! Thank you! Having much more of a challenge with increased numbers of aliens by the way, haven't had much time to play recently but I went through a Cruiser today and it was so messy I had to reload a couple times. Quote Link to comment Share on other sites More sharing options...
Kel Posted June 21, 2014 Author Share Posted June 21, 2014 I hadnt really realized how hard it is to distinguish Harridan soldiers and warriors. I hope this version works better for you Harridan Soldier Harridan Warrior Patchnotes 0.15 -> 0.16 Fixed a bug that could cause crashes for carrier missions (turned up in 1.06) Color coding for harridan reworked, green trousers for soldiers, black for warriors. Officer (Red) and Elite (full body armor) stay the same atm. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 21, 2014 Share Posted June 21, 2014 Keep them coming, mate! Would you consider additional material beyond what's in the vanilla game as well? Quote Link to comment Share on other sites More sharing options...
thixotrop Posted June 21, 2014 Share Posted June 21, 2014 Just for your information: If you change the colours of alien units the xenopedia for those units will not match anymore. Maybe you are not interest in reading the xenopedia and just play along "experiencing" the colors of the units, but if someone does he/she will be confused. Quote Link to comment Share on other sites More sharing options...
Kel Posted June 21, 2014 Author Share Posted June 21, 2014 Afaik there is no color coding for the ranks of aliens in vanilla xenonauts? Are you refering to Lore+? Quote Link to comment Share on other sites More sharing options...
thixotrop Posted June 21, 2014 Share Posted June 21, 2014 Afaik there is no color coding for the ranks of aliens in vanilla xenonauts? Are you refering to Lore+? I may be a little confused here ( I admit), as I did some german translation. But I am very sure I have read something about the colours of alien uniforms during my games (v18 to v21). It may have been only for some units and not as thoroughly realized as in Lore+ and it also may have been changed in the Xenopedia. I am not sure about that, as I am currently not playing and waiting for final version. If there are no colour indications everything is fine for you. Just wanted to give you a little hint for completeness sake. And before you ask, no I doubt that I will use this mod, as it feels like one of these "Michael-Bay-style-mods" with more boom and bang, like others here. And I don't need that. Quote Link to comment Share on other sites More sharing options...
Kel Posted June 21, 2014 Author Share Posted June 21, 2014 To everyone his own @ KevinHann, if you have any good ideas, I am open to suggestions. Right now my focus is on a consistent experience and improved usability ;D At last, the Harridan animations had a mixup, Im sorry for this So... -> 2 updates in a day Also added the reskinned aliens as a seperate download for those who are just interested in using only these. Patchnotes 0.16 -> 0.17 Fixing Harridan animations. Mixed them up in the first variant Quote Link to comment Share on other sites More sharing options...
zolobolo Posted June 21, 2014 Share Posted June 21, 2014 Hi Kel, Nice mod you got there - I really enjoy the laser weapon art wish these were more concepts like these Yeah I also haven't seen any description in Xenopedia regarding colors of alien uniforms but Lore+ has this covered as good as humanly possible Quote Link to comment Share on other sites More sharing options...
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